Recently I have had the privilege of working at a small startup called Bighead Mode focused on mobile iOS titles. Working with a smaller team gave me a lot more control over the entire level building process and the fast development times made sure I was always busy. However, the smaller amount of team resources gave me quite a few challenges to work out with our systems designer. His vision to keep our development process lean was to build a mission randomizer. In essence, the player would be directed towards a goal randomly placed on the world and have challenges on the way. This put me in a place where I had to build an entire world that players could navigate almost anywhere while still being fun to traverse. This needed to be facilitated while dealing with very limited art resources due to the memory limits of iOS devices. I am very proud to say I achieved all these goals within some very daunting constraints.